• DocumentCode
    2209004
  • Title

    Evolving a Non-playable Character team with Layered Learning

  • Author

    Mondesire, Sean ; Wiegand, R. Paul

  • Author_Institution
    Electr. Eng. & Comput. Sci., Univ. of Central Florida, Orlando, FL, USA
  • fYear
    2011
  • fDate
    11-15 April 2011
  • Firstpage
    52
  • Lastpage
    59
  • Abstract
    Layered Learning is an iterative machine learning technique used to train agents how to perform tasks. The technique decomposes a task into simpler components and trains the agent to learn how to perform progressively more complex sub-tasks to solve the overall task. Layered Learning has been successfully used to instruct computer programs to solve Boolean-logic problems, teach robots how to walk, and train RoboCup soccer playing agents. The proposed work answers the question of how well does Layered Learning apply to the evolved development of a heterogeneous team of Non-playable Characters (NPCs) in a video game. The work compares the use of Layered Learning against evolving NPCs with monolithic based approaches. Experiment data show that Layered Learning can result in the successful development of NPCs and demonstrates that the approach performs well against monolithic evaluation.
  • Keywords
    computer games; iterative methods; learning (artificial intelligence); software agents; Boolean logic problems; RoboCup soccer playing agents; agent training; iterative machine learning technique; layered learning; nonplayable character team evolution; robots; video game; Aggregates; Biological cells; Decision making; Games; Genetic algorithms; Machine learning; Training; Decision Making; Genetic Algorithm; Layered Learning;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence in Multicriteria Decision-Making (MDCM), 2011 IEEE Symposium on
  • Conference_Location
    Paris
  • Print_ISBN
    978-1-61284-068-0
  • Type

    conf

  • DOI
    10.1109/SMDCM.2011.5949283
  • Filename
    5949283